V.A.L.U.E of Revenge

“And now,’ said the unknown, 'farewell kindness, humanity, and gratitude! Farewell to all the feelings that expand the heart! I have been heaven’s substitute to recompense the good - now the god of vengeance yields to me his power to punish the wicked!”

Alexandre Dumas - The Count of Monte Cristo

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Scales of Corruption :balance_scale:

You have been been captured, imprisoned and sentenced to death. Your crime? Maybe you were at the wrong place at the wrong time, maybe you know too much, maybe you committed a minor crime, or pissed off the wrong person. Either way, someone wants you gone, off the books.

Many accusations have been levied against you, perhaps murder, high treason, desertion, or even worse. Thus your family wants nothing to do with you. You know the three who accused and sentenced you. They are powerful, corrupt and they will never face justice for their crimes. But perhaps not for longer. Perhaps you want to take their everything, take revenge on those who took everything from you.

:balance_scale: Styles:

  • Intrigue
  • Heist
  • Investigation
  • Infiltration
  • Social Maneuvering

:balance_scale: Social Adventure:

  • These adventures are city adventures
  • There will be more talking and sneaking than fighting
  • Think of what your character can do in social settings, infiltration, heists, and investigation. Of course there will be some fighting but it is not a focus.
  • Evil characters are allowed but must be non-disruptive, and party supportive
  • But that doesn’t mean that you have to be evil
  • You are bound together in your fate
  • Your enemies are Evil

:balance_scale: Length:

  • This will start in March
  • There will be 5 sessions
  • The level range will be 1-5, with level 5 being the finale

:balance_scale: Setting:

  • I will run these in the Eberron setting, specifically Karrnath
  • I will include Information below and also a setting guide you don’t have to read, but might be interesting if you really like the setting
  • We will play in Karrnath, a militaristic kingdom in the north of the continent of Khovaire. Specifically the Rekkenmark region.

:balance_scale: Caution:

  • This is a mini campaign inspired by the Count of Monte Cristo, therefore about revenge
  • There might be themes of murder, plotting, betrayal, unjust imprisonment, police state, forced confessions, corrupt justice. Generally you fight corruption and don’t do these things, rather fight against people who do these things. But should these things trigger you, this is not the campaign for you.
  • However, there will be no torture, violence against children, sexual violence etc.
  • Peace clerics, and Redemption paladins might have problems. You can play them but the themes of revenge might go against your god/oath.
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Setting Information

Eberron Overview

Eberron is a wide magic setting, where magic is a part of the world as much as normal science is. Streets are lit by everbright lanterns, there are repair shops using mending to repair things, lightning trains and airships are powered by bound elementals. Wandslingers duel at high noon, while halfling mobsters accost a shopkeeper for protection money. However higher magics are still there and mystical

History Overview

Over a hundred years ago a great civil war over the succession of the crown erupted in the kingdom of Galifar. The five provinces (Aundair, Breland, Thrane, Karrnath, Cyre) fought each other in a brutal war where no one won and Cyre lost, after it was destroyed in the Mourning. After this the war ended in the Treaty of Thronehold with the formation of twelve new nations. The war has been over for two years but there are still tensions.

Dragonmarked Houses Overview

Twelve houses of common races are marked with symbols granting them mystical power. Over time the houses have grown into titans of industry, especially since they stayed neutral in the war while profiteering. Now they have political power while also competing with each other. One can think of them similar to megacorporations.

Modern History:

Galifar and the civil war

After the end of the goblins, humans came and began to settle Khovaire. The kingdom of Galifar conquered most of Khovaire and was made up of the five nations: Breland, Aundair, Cyre, Karrnath and Thrane. These rulers of these five nations descend all from the royal bloodline of Galifar the Wynarns. This kingdom lasted for hundreds of years until the death of king Jarot in 894 YK who wished his eldest daughter princess Mishann of Cyre to succeed however her siblings, who ruled the other territories disagreed and a war over succession broke out.

The war way a bitter struggle of shifting alliances and gruelling conflicts that tore the land apart and deeply scared the countryside. Everyone lost. In 994 YK the nation of Cyre was consumed in an event known as the Mourning. Almost all inhabitants died and now a dangerous fog hangs over the land. The shock and fear brought the nations to the negotiating table and in 996 YK the Treaty of Thronehold was signed. There were twelve new nations now and Galifar was no more.

The situation now:

It’s been four years since the war and two since the peace treaty has been signed. Some believe that peace will last, others that war will soon break out again. The nations are in a state of cold war, seeking advantages over each other for the conflicts that could lie ahead.

The dragonmarked houses have stayed neutral but sold their services to the highest bidder. They emerged stronger than ever, amassing political power. Now no ruler can afford to break with the dragonmarked houses or face the consequences.

Religion

Sovereign Host:

Biggest religion in Khovaire, believed to be the embodiment of all that is good in the world, very diverse deities that can have different names, all can be worshiped or only one, don’t have a hierarchical structure. There are cathedrals but the many cultures have their own names for the gods. They often support the hierarchical and structure of the nations. The gods are not very active but are seen as all surrounding the people of Khovaire. They are gods of Civilization

They are:

Arawai – Light and Love, (Light, Life)

Aureon – Knowledge and Law, (Knowledge, Arcana, Order)

Balinor - Horn and Hunt, (Nature, War,)

Boldrei – Hall and Hearth, (Life, Peace)

Dol Arrah – Sun and Wisdom in War; (Light, War, Knowledge)

Dol Dorn – Strength and War; (War, Order)

Kol Korran – World and Wealth; (Forge, Trickery)

Ollandra – Feast and Fortune; (Life, Trickery)

Onatar – Fire and Forge; (Forge)

Dark Six:

Shadows of the Sovereign Host, opposite side of the same coin, worshipped but mostly in secret, often devoted to a single member of Dark Six. It is believed that they are kin to the Sovereign Host but turned or got banished for their actions. Many people worship them to keep bad luck and terror at bay. Many priests of the Dark Six claim to be “at least honest about the world.”

The Devourer – Destructive Nature and Savagery; (Tempest)

The Keeper – Greed and Undead; (Death)

The Fury – Passion, Revenge and Despair; (War)

The Mockery – Treachery and Terror; (War, Trickery)

The Shadow – Dark Knowledge and Ambition; (Knowledge, Arcana)

The Traveler – Chaos and Change (Trickery)

Church of the Silver Flame:

Religion built around the Silver Flame and the legend of Tara Miron. Less a god and more a source of power. Big on fighting evil such as undead, lycanthropes, defined structure with military might in the form of templars, sometimes overzealous. There are other faiths based on the silver flame. There is always one speaker of the Flame, which is currently a child with a council of cardinals at its side. Very strong in Thrane where a manifestation of the Silver Flame exists.

There are also other people who worship their own version of the Silver Flame such as the orcs worshiping the “Binding Flame” or the yuan-ti known as the Shusalakar worshiping the coatls as a manifestation of the Silver Flame. The Silver Flame in Thrane is split on that.

Domains Light, Life, Twilight, War

Blood of Vol/ Seekers of the Divinity Within:

Believing that death is the end, the gods are not good, all we have is each other and that true divinity lies within, founded in Aerenal and was popular in Karrnath during the war. Using undead as tools is alright with them and they wish to reach divinity, some become undead to guide others. These are known as Martyrs as they give up their chance to reach divinity for the chance of guiding others.

The faith is not particularly well liked by the others, often seen as undead loving and evil. The worshipers of the Blood of Vol also known as the Seekers of the Divinity within would disagree with that. Their goal is to break out of the circle of death and live and reincarnate and reach the divinity. The religion is very community focused as they believe that the only thing they have is each other.

Domains: Grave, Death, Life,

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Cults of the Dragon Below:

Describes various cults that worship the archfiends and/or the daelkyr and wish to free them. Often based on madness and power hungry, Believe that when these powers are freed they will be spared and granted power. Secret cults often hunted down by the Silver Flame. It is said that a mysterious power often stands behind them, controlling many cults from behind the scenes.

Many cults are joined out of madness or lust for power, however some cults are hereditary especially in the Demon Wastes and in some rural regions.

Domains: Varies depending on the Overlord. Please contact me if you want to play this.

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Spirits of the Past:

The Tairnadal elves of Valenar believe that the spirits of champions are your ancestors can live on through the living and one of them lives on in you. You must emulate the deeds of this ancestor and achieve great deeds of your own

Domains: Nature, War, Grave

Undying Court:

The wisest and greatest members of the high elves in the far away island of Aerenal are preserved after death becoming good undead fueled by positive energy and the devotion of the living elves. This Undying Court has power and the living elves honor the past and wish to become eternal through their deeds. They hunt down evil undead.

The devotion and belief of the elves fuels the Undying Court and allows for its clerics and paladins to have mystical powers.

Domains Life, Grave, Order, Light

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Karrnath

History

Karrnath ist he first human nation founded by Karrn the Conqueror and known as the “Birthplace of Kings”. It is a proud nation with a strong martial heritage and is known for using necromany and undead in the last war.

The settlers that came were originally raiders from what is today the Lhazar Principalities. These raiders and settlers were unified under the warlord Karrn the Conqueror, who created an army and transformed settlements into the human cities. Using his new army Karrn swept over Khovaire and drove the last remaining goblinoid nations out of the land.

In the end Karrn was undefeated on the battlefield but was overcome by the size of the new five burgeoning lands. His legacy remains and people prefer to remember his accomplishments rather than his cruelty. His dream of a united Khovaire was a hundred years later realized by his descendant Gallifar who united the five nations into the Kingdom of Gallifar.

Military traditions and training were disseminated to the rest of the kingdom, but as a people the Karrns continued to be more dedicated to and proficient in the art of war. To this day, every citizen of Karrnath serves a term in the military, and every citizen of Karrnath practices with the local militia. Life in Karrnath can be cold and hard, but the Karrnathi people are colder and harder.

The Last War

When the Last War began, the people of the land rallied behind their king. It seemed unthinkable that the other parts of the collapsing kingdom could stand against the military might of Karrnath. Better equipment and training could take the Karrns to the top, but in the end they underestimated the faith of Thrane, the magical ability of Aundair, the industrial might of Breland and the sheer power of Cyre.

Additionally Karrnath was wracked by massive plagues and famines during the war, until King Kaius I made a deal with the Blood of Vol faith. The clerics of Vol summoned food out of the Marbarran manifest zones (Regions under influence of the “negative energy” plane Marbar) and raised the fallen soldiers into a formidable undead army. This helped Karrnath step up in the war but disgruntled many warlords and loyalists, believing that this was tainting the spirit of Karrnath. Generally Karrnath lost as many people to famine and plague as they did on the battlefield.

The Treaty of Thronehold

After the Mourning King Kaius III was the first to call for peace and chose the former place of King Gallifar Thronehold to hold the peace negotiations. People found it weird that a leader of a hardened group of warriors in an extremely martial nation would call for peace. But Karrnath now enjoys the reputation of being the first at the table and a staunch defender of the Treaty of Thronehold.

This angered many warlords, seeing this as Kaius III stabbing them in the back, under the belief that Karrnath could have won the war. This lead to unrest in the country which is not helped by Regent Moranna and King Kaius III disavowing the Blood of Vol and re instituting the Sovereign Host as state religion. Many faithful of the Blood of Vol see this as a betrayal and this leads to unrest, especially in the rural east of Karrnath.

Karrnath profits from relatively secure borders. The river Scions Sound separates it from Aundair and Thrane, while the weaker southern border is now the Mournland. While occasionally monsters emerge from the Mournland, it is a far cry from the cyrean armies.

Rekkenmark

The history of the city as a military training ground dates back almost 1000 years to the oldest son of King Galifar I, Prince Karrn, who founded what eventually became Rekkenmark Academy. Rekkenmark Academy is still known as the premier school for military minds.

The White Arch Bridge, which had one of its ends in the city, was destroyed in 899 YK at the command of Kaius I to prevent invasion from the west. The bridge was repaired by Aundair, but was destroyed again in 928 YK and no one had the funds after that to repair the colossal bridge again.

This made the city suffer economically, next to the great Firestorm, courtesy of Thrane during the war, destorying parts of the city.

The current mayor/lord of the city is Gabiral ir’Stasiak.

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Character Information

:balance_scale: The Corrupt:

There are three people who might be responsible for your bad fate. You can choose one or choose multiple. But they got you into this situation.

  • Alastor ir’Margran (Dwarf Professor and War Hero): Famous war hero of the battle of Scion’s Bridge where he held of a battalion from crossing the river, earning him a medal and a noble title. He is known as an articulate professor with, but you know him as a skilled liar and betrayer.

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  • Sofia Krausova (Half-elf Judge and Magistrix): In a land where the judge is both jury and executioner, Sofia has power over the lives of people. Known for being “hard on crime” and having an “excellent conviction rate” she is respected all around. However you know that she forced a false confession from you with magic, manipulated evidence and sent you to hell for a “small monetary favor”.

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  • Gabrial ir’Stasiak (human army colonel and lord of Rekkenmark) Another noble and the lord of the city. He got this position through his “tactical genius” and successes in war. You however know that he is corrupt, skims money, and probably committed a few war crimes. He is one who sneers at anyone lower than him and tramples on peoples lives.

Downtime Activities

These are the current downtime activities, you might unlock more during the course of the adventure. (some/many are courtesy of @Darthbinks )

"Rumor Mill”

spend this Award to learn 3 rumors about topics important in the upcoming game session 1 will be true, 1 will be mostly true, 1 will be partly true doing this multiple times before the same game session will reveal the same three rumors

cost: 2 Downtime Days and 50gp

“Forbidden Knowledge”

learn a dangerous secret about something in the setting (but not nec. about the next plot)

cost: 10 Downtime Days and 250gp

“Good Thing I Brought This Along Just in Case”

spend this Award to get any one item from the Adventuring Gear list in the PHB (p150) till the end of the game session

cost: 1 Downtime Day and 100gp

“I Have Trained for Exactly This”

you can spend this Award at anytime in this campaign to get a “20” on a d20 on an ability check you would have rolled with proficiency you must spend this Award before rolling - you cannot use it for a check after rolling cost: 10 Downtime Days

“Wait! I Have Talked to This Guard Before”

spend this Award to start a backflash scene how you met and interacted with a guard 10 days earlier all ability checks in the backflash scene will have advantage note: only works on living guards (so neither contructs nor undead)

cost: 10 Downtime Days (plus maybe gold if you spend it during the “flash-back scene”)

“Undercover Employee”

Learn more about the history and the motivations of your employer Adrian ir’Vervansky. There is certainly more than meets the eye.

cost: 5 Downtime Days

“Dangerous Colleagues”

Interact with your new housemates the half-elf Allina, and the warforged Shepherd. Maybe they can impart useful information onto you.

cost 5 Downtime days

“I got something in Storage”

Borrow a powerful magic item for the next adventure from the storage. You can’t keep the magic item and gain the standard magic item from the adventure at the end of the adventure.

Cost: 5 downtime days

Items (Uncommon)
Rare Items

Knave’s Eye Patch Cloak of Displacement Glammoured Studded Leather Rogue’s Mantle Stonespeaker Crystal Cape of the Mountebank Chime of Opening Needle of Mending Portable Hole Ring of X-Ray Vision Rope of Entanglement

“Magical Ink”

Alina can tattoo you with magical ink imbuing one spell onto you. You gain one spellwrought tattoo (cantrip or 1st level) with a spell of your choice. These only work on my table. You can only have one of these “Magical Ink” Tattoos at a time.

Cost: 5 Downtime Days and 25GP for cantrip/ 50 GP for 1st level.

Useful Spells (examples):

  • Find Familiar
  • Disguise Self
  • Fog Cloud
  • Healing Word
  • Charm Person
  • Bless
  • Guidance
  • Dissonant Whispers

“Research the Obscure”

You research some of the things you have found over the course of the adventure.

  • Top Secret Files
  • The weird statue
  • the sigil on the ring
  • The picture (Michael) and Unit 34

Cost: 5 downtime days, and 100 GP.

Special Rules, Note: Only on my table

Oathbreaker – Boneknight

Boneknights are the commanders of Karrnath’s undead armies during the Last War. With a ritual they are fused into their bone armor, which they cannot truly take off. They are champions of the faith of the Blood of Vol and fought valiantly during the last war. Since the last war ended many felt left behind and joined the Emerald Claw. You didn’t you are from another order.

Tenets

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.


Sacrifice. When you go into the armor, you will be forever changed. But it is necessity. If you don’t act, then who will?


Willingness: Do everything you must for victory and for your country.


Faith: The Blood of Vol is doing what is best for the nation and I am its champion.



Bone Armor: Many associate the boneknights with the Blood of Vol and Emerald Claw and might suspect you to be a member. For good or bad results. I


Note: This is an alternative background to Oathbreaker. Oathbreakers are still Oathbreakers but the abilities are fitting for the boneknights as well. You have to be a faithful of the Blood of Vol to choose this.

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Ancestries

In Eberron people are more defined from the country they hail from than their species, but there are some that have special homes or come with a certain baggage.

Humans

Humans are immigrated from the east, landing first in what is now the Lhazaar Principalities. From there they spread over Karrnath all across Khovaire. Humans are considered very flexible and extremely diverse with the different cultures not being like one another. This diversity allowed them to manifest many dragonmarks, giving them a lot of power.

Goblinoids

The Goblinoids were once the most powerful species on Khovaire, forming the ancient empire of Dhakaan.

The goblins are still split between different tribes and city goblins, but nowadays the goblin nation of Darguun has been founded. Though, there is still a lot of infighting and oppression of the other goblinoids by the hobgoblins.

Half-elves (Khoravar)

The half elves have gained more power with the rise of house Medani and Lyrandar, but many elvish people such as the Valenar and Aereni still consider them inferiror to them and don’t allow them to partake fully in the society.

Humans on the other hand don’t make such as distinction and many confuse half-elves with humans. The half-elves themselves prefer to call themselves Khoravar, meaning children of Khovaire, hating the term half-elf.

Elves

In distant history the elves lived on the continent of Xen’Drik, oppressed by the giants. The elves rebelled against them and the giants created the drow as a response to that. In the end the elves fled to Aerenal, where their culture split into two different tribes. The Aereni and the Tairnadal (Valenar). The elves have little interest in the humans of Khovaire and rarely cross over. The elves are heavily driven by respect and veneration for the past, but there are elves that have lived in Khovaire for centuries.

  • High Elves: Aerenal or Khovaire (the continent we play on)
  • Wood elves: Valenar
  • Shadar-Kai: Aerenal, specifically the Skullborn, you might live in interesting times with that
  • Astral Elves: Valenar
  • Pallid Elves: Aerenal
  • Eladrin: Planetouched by the Fey realm

Halflings

Originating from eastern Khovaire, the halflings often still live in traditional tribal societies in the Talenta Plains, where they farm and ride dinosaurs. The notion of the peaceful halfling is a myth in Khovaire as a halfling might be a screaming T-Rex riding barbarian and some city halflings have turned into mobsters.

The two dragonmarks of house Jorrasco and house Ghallanda have intensified the halfling migration all across Khovaire.

Dwarves

The origin of the dwarves is shrouded in mystery. Some of their legends tell of a great migration that led the ancient dwarves to Khorvaire from “a land of endless ice.” Wherever their roots, these migrant dwarves established a mighty nation beneath the surface of Khorvaire. Most dwarven legends, unconcerned with the question of origin, dwell on the mighty artifacts and priceless treasures crafted by ancient deep-dwelling dwarves,and of the bloody wars they waged against the goblin Empire of Dhakaan. Dwarves today cherish the memory of this ancient nation, for all dwarves in Khorvaire are descended from exiles driven from the realm below, which was later destroyed by the daelkyr. Particularly in the Mror Holds, many dwarves cherish the idea of returning to the subterranean reaches and reestablishing their ancient nation.

Gnomes

Gnomes are known as a very curious people that detest violence. They are considered friendly busybodies who are sometimes asking a few too many questions. The gnomish homeland of Zilargo is a wealthy country where intrigue and conspiracy are often all surrounding. For them to conspire against your neighbour is a national pastime.

Orcs and Half-orcs

The orcs and half-orcs dominated the regions that were not ruled by the Dhakaani empire, such as the Demon wastes, mountains and Shadow marches. This is where they learned druidic magic from the dragons and became the first Gatekeepers.

During the war with the Daelkyr they created the seals that bound the daelkyr lords in Khyber and more or less saved the world. There are still many orcish tribes such as the Ghaash’Kala, but many orcs have also settled in the cities, since they have developed a dragonmark.

“Monstrous” Races

Races such as lizardfolk, owlin, hexbloods etc. have their place in Eberron but they are rarely seen outside Droam. But since many people in Khovaire are more defined by their nation than their ancestry there are also lizardfolk cooks, owlin soldiers and hexblood wizards. But they are seen rarely and often evoke strange looks from others.

However many monstrous species, don’t have rights under the current laws and might easily be exploited by corrupt guards or crime syndicates.

Changelings

Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It’s also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.

Kalashthar

The Kalashtar are a people that have a connection to one of the good dream spirits, from the plane of Dal Quor. They are often refugees from the continent of Sarlona, where they are persecuted. The people are known as a spiritual people with great wisdom and compassion.

Shifters

Shifters are also called weretouched presumed to be the product of humanoids and lycanthropes. Over time they have developed its own ancestry with a bestial aspect. They cannot fully change shape but rather enhance their animalistic features.

They are common in the Eldeen Reaches but the recent purge of lycanthropes and shifters by the Silver Flame has displaced many people.

Tieflings

Tieflings appear rarely in Khovaire and then often in cities or the Demon Wastes. They are touched by the fiendish Overlords and depending on the nation thus often distrusted. The Silver Flame distrusts them more due their connection with the Overlords, than the Blood of Vol would.

There is a city state called the Venomous Demesne, which is lies in Droam and is rules by Exiles from Sarlona, which have struck a bargain with dark powers.

Warforged

The first warforged were mindless automatons but a mysterious breakthrough by house Cannith allowed them to gain sentience and sapience. They can be made from wood, metal or other materials and can feel pain and emotions. During the treaty of Thronehold the warforged were recognized as a new species and people, with rights. But nowadays many are still racist against them and see them more of less as automatons.

Reborn/Undead

With the elevation of the Blood of Vol to state religion came the open use of necromancy in Karrnath. Many soldiers were revived as mindless zombies or skeletons, but some of them were resurrected via different means such as the Odakyr Rites or Blood of Vol rites and became intelligent undead.

While the undead have no rights in all of Khovaire, their treatment in Karrnath is still better than in many other countries. People see mindless undead as tools, but intelligent undead while still property are either feared or respected. However many still try to hide their undead nature.

Dhampir

Dhampirs are created by the Blood of Vol, or by vampires, often to elevate a member or reward a loyal servant. While being wracked with a mysterious hunger, they are still considered to be living beings and thus citizens.

Dhampirs are most often seen in Karrnath, as elsewhere they are often persecuted for their ties to undeath.

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Puh, finished.

I will run this in V.A.L.U.E probably starting in march.

if you are interested you can write me here, or a pm or on discord and I will put you on a list, to ping when I start.

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Hey there. What a write-up. Please ping me once it starts. I’ll try to make time for most sessions.

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Hi BufoBufo, like your set up and would love to join.

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